WIP, Bug fix + nitpicks + optimizations.

This commit is contained in:
William Moberg
2016-01-23 17:50:35 +01:00
parent 71404c8828
commit 6eeb3ea524
2 changed files with 10 additions and 9 deletions
@@ -42,7 +42,8 @@
</c:Physics>
<c:Player/>
<c:Transform>
<Position X="-2.31658864" Y="2.02328157" Z="4.50379515"/>
<Position X="-8.80904388" Y="1.82786822" Z="7.97052002"/>
<Scale X="0.100000001" Y="1" Z="0.100000001"/>
</c:Transform>
</Components>
<Children/>
+7 -7
View File
@@ -278,8 +278,8 @@ bool AABBvsTriangle(const AABB& box,
//Check if normal faces upwards, and if so, just push the box upwards on collision.
triNormal = glm::normalize(triNormal);
if (triNormal.y > 0.5f || true) {
//TODO: Optimize calculation since x, z is 0.
if (triNormal.y > 0.5f) {
//TODO: Optimize calculation since x, z is 0, y is -1.
//Ray ray(glm::vec3(origin.x, origin.y + half.y, origin.z), glm::vec3(0, -1, 0));
//float dist = INFINITY, u, v;
//if (RayVsTriangle(ray, v0, v1, v2, dist, u, v) && dist < 2.0f * half.y) {
@@ -290,7 +290,7 @@ bool AABBvsTriangle(const AABB& box,
outHit = Ground;
return true;
}
//return false; //TODO: Uncomment?
return false;
}
const glm::vec3 triPos[] = {
@@ -300,7 +300,8 @@ bool AABBvsTriangle(const AABB& box,
auto insideAllPlanes = glm::tvec3<bool>(false);
//All triangle vertex points.
//Check if the triangle is completely outside or inside the box.
for (int ax = 0; ax < 3; ++ax) {
//First test x, then z, lastly y, since y is least likely to result in a early false.
for (int ax : { 0, 2, 1 }) {
auto outsideMinPlane = glm::tvec3<bool>(false);
auto outsideMaxPlane = glm::tvec3<bool>(false);
auto insidePlanes = glm::tvec3<bool>(false);
@@ -385,14 +386,13 @@ bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& model
outResolutionVector = glm::vec3(0.f);
std::vector<Triangle> hitTriangles;
std::vector<glm::vec3> hitNormals;
for (int i = 0; i < modelIndices.size(); i += 3) {
for (int i = 0; i < modelIndices.size(); ) {
glm::vec3 outVec;
glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
BoxTriHit hitCase;
if (AABBvsTriangle(newBox, v0, v1, v2, outVec, hitCase))
{
if (AABBvsTriangle(newBox, v0, v1, v2, outVec, hitCase)) {
hit = true;
switch (hitCase) {
case Collision::Line0: